#include "gge.h"
#include "SDL_haptic.h"

static int	LUA_NumHaptics(lua_State *L)
{

	//SDL_NumHaptics
	return 1;
}

static int	LUA_HapticName(lua_State *L)
{

	//SDL_HapticName
	return 1;
}

static int	LUA_HapticOpen(lua_State *L)
{

	//SDL_HapticOpen
	return 1;
}

static int	LUA_HapticOpened(lua_State *L)
{

	//SDL_HapticOpened
	return 1;
}

static int	LUA_HapticIndex(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticIndex
	return 1;
}

static int	LUA_MouseIsHaptic(lua_State *L)
{

	//SDL_MouseIsHaptic
	return 1;
}

static int	LUA_HapticOpenFromMouse(lua_State *L)
{

	//SDL_HapticOpenFromMouse
	return 1;
}

static int	LUA_HapticClose(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticClose
	return 1;
}

static int	LUA_HapticNumEffects(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticNumEffects
	return 1;
}

static int	LUA_HapticNumEffectsPlaying(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticNumEffectsPlaying
	return 1;
}

static int	LUA_HapticQuery(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticQuery
	return 1;
}

static int	LUA_HapticNumAxes(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticNumAxes
	return 1;
}

static int	LUA_HapticEffectSupported(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticEffectSupported
	return 1;
}

static int	LUA_HapticNewEffect(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticNewEffect
	return 1;
}

static int	LUA_HapticUpdateEffect(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticUpdateEffect
	return 1;
}

static int	LUA_HapticRunEffect(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticRunEffect
	return 1;
}

static int	LUA_HapticStopEffect(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticStopEffect
	return 1;
}

static int	LUA_HapticDestroyEffect(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticDestroyEffect
	return 1;
}

static int	LUA_HapticGetEffectStatus(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticGetEffectStatus
	return 1;
}

static int	LUA_HapticSetGain(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticSetGain
	return 1;
}

static int	LUA_HapticSetAutocenter(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticSetAutocenter
	return 1;
}

static int	LUA_HapticPause(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticPause
	return 1;
}

static int	LUA_HapticUnpause(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticUnpause
	return 1;
}

static int	LUA_HapticStopAll(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticStopAll
	return 1;
}

static int	LUA_HapticRumbleSupported(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticRumbleSupported
	return 1;
}

static int	LUA_HapticRumbleInit(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticRumbleInit
	return 1;
}

static int	LUA_HapticRumblePlay(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticRumblePlay
	return 1;
}

static int	LUA_HapticRumbleStop(lua_State *L)
{
	SDL_Haptic * ud = *(SDL_Haptic**)luaL_checkudata(L, 1, "SDL_Haptic");
	//SDL_HapticRumbleStop
	return 1;
}

